[House Rules-Classes]Warden (Redux!)

The following is a second attempt at the same concept. I went with a different rules choice for building them however. They become ‘power based spell users’ and totally violate the suggestions for class building in the ACKS players guide. Still, I think they are interesting and would like to see them get played. Cronyen will undoubtedly get morphed into this version.

Warden’s are failed magicians. Though they have some mystical potential, they lack the ability to become full mages. But such abilities are not discarded. Warden’s are taught martial skills, those that have the potential, and are trained to act as the swords and shields of the mages. In exchange, their minor gift is nurtured. They are trained until they are an elite fighting unit.

The process to become a Warden is trying, both physically and mentally. Wardens are marked with potent alchemy and transformation spells, and learn a style of magic that uses more internal resources than external ones. They are often marked with enchanted runes that empower their specialized magic.

Never the equals of mages they protect, never quite trusted by mortals, they cling to their role and their honor. In a world that is either hostile or dismissive of them, honor is all they have.

A warden protecting his ward mage.-image by Simmguy on Deviant Art

Warden
Prime Requisite: Str and Int
Requirements: None
Hit Dice: 1d6

Though not specialized in fighting, wardens are comfortable with weapons. At first level, wardens hit an unarmored foe (AC 0) with an attack throw of 10+. Like fighters, they advance in attack throws and saving throws by two points every three levels of experience. Wardens increase their base damage roll from melee and missile attacks by +1 at 1st level and by an additional +1 at 3rd, 6th, 9th, and 12th level. Wardens are trained to fight with swords and daggers, spears, short bows, and warhammers. They can fight with a weapon in two hands or use a weapon and shield.

Wardens may not wear any armor.

Wardens can use any magic item a fighter can use.

At 9th level, a Warden can build a sanctum, like a wizard. Often, the apprentices they seek or receive will become wardens instead of mages (with DM approval, the same rules for apprentices can be used to make wardens instead, at least those who meet the strength requirement).

Experience

Title

Level

Hit Dice

0

(White) Lookout

1

1d6

2900

(White) Shield

2

2d6

5800

(White) Guardian

3

3d6

11600

(White) Defender

4

4d6

23200

(White) Guardsman

5

5d6

46400

(Red) Protector

6

6d6

95000

(Red) Keeper

7

7d6

190000

(Orange) Advocate

8

8d6

310000

(Orange) Warden

9

9d6

430000

(Yellow) Warden 10 th

10

9d6+2

560000

(Yellow) Warden 11th

11

9d6+4

680000

(Green) Warden 12 th

12

9d6+6

800000

(Green) Warden 13th

13

9d6+8

920000

(Blue) Sentinel

14

9d6+10

Warden Attack and Saving Throws

Level

Petrification & Paralysis

Poison & Death

Blast & Breath

Staffs & Wands

Spells

Attack Throw

1

15+

14+

16+

16+

17+

10+

2-3

14+

13+

15+

15+

16+

9+

4

13+

12+

14+

14+

15+

8+

5-6

12+

11+

13+

13+

14+

7+

7

11+

10+

12+

12+

13+

6+

8-9

10+

9+

11+

11+

12+

5+

10

7+

6+

8+

8+

9+

4+

11-12

6+

5+

7+

7+

8+

3+

13

5+

4+

6+

6+

7+

2+

14

4+

3+

5+

5+

6+

1+

Level

Special Abilities

1

Warrior’s Shield, Chosen Bond

2

Choice, Lightning Speed

3

Fire Burst

4

Sharpness, Detect Magic

5

Arcane ward, Resolute

6

Storm Dart

7

Giant’s Growth

8

Dispel Magic

9

Choice, Fireball

10

Arcane Aegis, Fly

11

Rune of Haste

12

Fire Burst II, Storm Dart II

13

Hidden Strength x2, Giant’s Growth II

14

Fly, Dispel Magic

Level 1

Warrior’s Shield: This spell operates as the spell Shield except it provides a 7 AC versus melee, and a 5 AC vs missile weapons. The Warden can use this once per hour.

This spell grants the caster the strength and prowess of an ogre. For the duration of the spell, the character has an effective Strength score of 18, receiving a +3 bonus to attack throws and damage rolls and other benefits that this ability score confers. In addition, the character gains the ability to strike barehanded for 1d4 points of damage, and to carry an extra 10 stone.

Mirror Image: as the second level arcane spell.

Both of these spells can be used once per 8 hours.

Level 3

Fire Burst: The warden can cast the following spell, once per hour:

Fire Burst

Level 1 Mage

Range: 60’

This spell causes all targets within a 10’ radius to be struck by an arcing globe of flame. This causes 1d6 damage per caster level, up to 3d6 max. Targets caught in the area may make a save versus Blast to take half damage.

Level 4

Sharpness: The warden can cast Sharpness on their weapons, once per hour.

Detect Magic: By spending a turn concentrating, the Warden can detect magic as the spell.

Level 5

Resolute: The Warden becomes immune to all magical and mundane fear effects.

Arcane Ward: So long as the Warden is wearing no armor, they gain a +1 to their AC, with a +2 at 7th level, and +3 at 13th. This stacks with magic bonuses, spells, and magic items.

Level 6

Storm Dart: The warden can now throw Storm Darts as the spell, once an hour.

Storm Dart

Level 1 Mage

Range: 60’

The bolt of lighting strikes one target and causes 1d6 damage per level (up to a max of 3d6). The target can make a save versus Blast for ½ damage. They throw a single bolt at level 1, and can throw an additional bolt at every five levels.

Level 7

Giant’s Growth: Once per 8 hours, the character can grow larger and present a fiercer, more dangerous target than the mage they protect.

Giant Growth* Range: Self

Arcane 2 Duration: 6 turns +1 Turn per level

The recipient of this spell doubles in size. Strength increases proportionately, such that the recipient deals double normal damage with his attacks and gains a +16 bonus to force open doors. (The character’s attack throws do not improve because his increased strength is offset by unfamiliarity with his giant size.) The strength bonus of this spell may not be combined with any other magical effects that influence strength, but it does stack with the character’s normal bonus or penalty from Strength.

Level 8

Dispel Magic: At 8th level, the warden can Dispel Magic once a day as the spell.

Level 9:

Fireball: once per day, the character can throw a Fireball as a wizard of their level.

Choice: as level 2. If the same ability is taken twice, the character may use it twice per 8 hours.

Level 10:

Arcane Aegis: the character is shielded from dangers with a ward of protection. They gain a +2 to all saving throws (this is figured into their saves all ready).

Fly: the character can create a fly effect, as the spell Fly

Level 11:

Rune of Haste: the character can move at speeds thought impossible by most. This effect is similar to a Haste spell, except it only affects the warden, does not age them, and lasts for 1 turn per level. They can activate this power once per 8 hours.

Level 12:

At this level, the warden can now use their Fire Burst and Storm Dart power twice per hour.

Level 13:

Hidden Strength: at this level, a warden can channel arcane power into their muscles and make themselves as strong as a hill giant. This acts as the spell Giant’s Strength except it only effects the warden and lasts 1 Turn per level. This can be used twice a day, but requires one Turn of concentration to activate.

Giant’s Growth: they can now use this ability twice every 8 hours.

Level 14:

At this level, the warden gains an extra use of Fly and Dispel magic per day.